Valtteri Heikkilä is a senior game tech and graphics programmer with over 15 years building real-time 3D engines, low-level optimization, and shader systems across embedded, automotive, and large-scale GIS platforms. He has shipped production rendering backends for OpenGL/Metal/Vulkan at Apple, contributed GPU conformance tests, and engineered performance-critical HMI pipelines while working in China. Equally comfortable in high-level engine architecture and 6502 assembly, he spent recent years creating a demoscene-style NES demo and a custom NES toolchain, sharpening extreme memory and timing optimization skills. Based in Sweden and now at Supercell, he seeks R&D-driven teams where visual-computing craftsmanship and deep technical problem-solving matter. An unusual blend of industrial-scale graphics engineering and retro-hardware hacking gives him both system-level rigor and playful inventiveness.
11 years of coding experience
13 years of employment as a software developer
Master of Science (MSc) Information Processing Science, Master of Science (MSc) Information Processing Science at University of Oulu
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Valtteri Heikkilä - Game Tech Programmer at Supercell